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Posted

I think it's neither. It's the global position of the collision itself. For example if two spheres collide, it would be a point on both sphere's hull.

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Posted

There's no need for that, because when the collision occurs, you can always check the position of entity0 or entity1.

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Posted

I'm thinking of a teleport function which moves an entity with exactly the same movement info and relative position to the entrance as it came in, which is why I need the normals and the force.

Does the movement info ( velocity, force) get preserved after PositionEntity()?

I don't have access to a Windows platform till next weekend so unfortunately I cannot test this...

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Posted

The position and normal are in global space.

 

There is no way to reposition a physics body without losing one frame of physics interactions, but you are unlikely to run into trouble. I would just get the velocity and angular velocity, then reposition the body, then set the velocities to what they just were. I would probably not do this in the collision callback, just set a value and then reposition the body after UpdatePhysics is finished, back in the main program body.

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Posted

But yeah, physics preserving teleports are possible and easy to do. I already did them in the LCP1 game years ago.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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